Zul'jin Guide: Strategy, Abilities, Loot
Zul'jin is the sixth and final boss you will encounter in Zul'Aman and can only be reached after all previous bosses are defeated. This fight has multiple different phases, each phase using many abilities from each of the previous bosses, as well as some unique abilities. Check out our in-depth guide below to prepare as much as possible for your encounter with Zul'jin.
Overview
Zul'jin is the sixth and final boss you will encounter in Zul'Aman and can only be reached after all previous bosses are defeated. This fight has multiple different phases, each phase using many abilities from each of the previous bosses, as well as some unique abilities. Be sure to read up on the mechanics below to properly handle this boss.
Zul'jin Abilities
It is worth noting here that each phase transition happens every 20% of Zul'jins' health (at 80%, 60%, 40% and 20%). Each time Zul'jin transitions, he resets his threat completely. Players must wait for tanks to reestablish a threat lead before they begin to DPS.
Phase One Troll Form
Grievous Throw — Deals 4,750 Physical damage to a random player. Then places a DoT on them, causing 2,375 Physical damage every 2 seconds until the target is healed to full health.
Whirlwind — Deals high Physical damage to all nearby enemies for 2 seconds.
Phase Two Bear Form
Creeping Paralysis — Puts a debuff on all enemies. After 6 seconds, deals 4,500 Nature damage and stuns targets hit for 4 seconds. Can be dispelled.
Overpower — Deals high Physical damage to current target with a low cooldown.
Phase Three Eagle Form
Energy Storm — Debuffs all nearby enemy players. When a debuffed player casts a spell, they will be
Zapped by electricity for 1,250 Nature damage.
- Feather Vortex — During this entire phase, 4 tornado-looking
vortexes travel slowly around the room toward random players. If these a
player comes in contact with any of these vortexes, they are hit for 1,000
Nature damage and knocked back (
Cyclone).
Phase Four Lynx Form
Claw Rage — Targets a random player and stuns them, then assaults them with a series of rapid strikes. Each attack deals 500 Physical damage and applies a debuff increasing Physical damage taken by 150 per stack.
Lynx Rush — Zul'jin quickly pounces at 9 random targets, causing 2,140 to 2,360 Physical damage and places a bleed damage-over-time debuff on each target hit, dealing 1,500 Physical damage every 2 seconds for a total of 10 seconds.
Phase Five Dragonhawk Form
Flame Breath — Frequently deals 2,000 Fire damage to enemies in front of him.
- Column of Fire — During this phase, multiple pillars of fire
will spawn on a random player, dealing damage to nearby enemies via
Burn.
Flame Whirl — Zul'jin spins around for 2 seconds, dealing 920 Fire damage to all enemies and debuffing them with
Flame Whirl, increasing all Fire damage taken by 50% per stack.
Strategy for Zul'jin
The most important thing to remember about this boss is that a threat reset occurs at every 20% health interval (at 80%, 60%, 40% and 20%). Give your tanks a few seconds to reestablish aggro between phase transitions.
Pulling the Boss
Zul'jin will be on the opposite side of the platform that players enter from.
He will be surrounded by a few low health minions around his platform. Quickly
have your DPS deal with the very low health adds while you allow your tank to
run in and grab a threat lead. Depending on the number of Hunters
available to you, you may wish to save Misdirection for later
phases where threat will be reset.
Phase One
Ranged players should make sure to not be near the boss to avoid the
Whirlwind damage. It is best for all ranged players to stack together
to help the healers with any AoE healing spells. Melee DPS will need to be
aware of the Whirlwind timings and back away from the boss if they
are low health.
Healers need to be quick to top off anyone debuffed with
Grievous Throw, as the bleed does not go away until the player is at
100% health. Immunities such as
Ice Block and
Blessing of Protection can be used to remove the bleed, but have
much better uses in later phases and it is recommended to only use them if
absolutely needed.
Phase Two
Phase two begins at 80% health. Zul'jin will walk to the center of his platform and transform into a bear avatar. This transition comes with a complete threat wipe.
Wait a few seconds for the tank to establish threat at the start of the
phase. The entire raid will walk to stack together behind the boss, including
all ranged DPS and healers. Periodically, Zul'jin will cast
Creeping Paralysis on the entire raid, which must be removed by spells
such as
Mass Dispel or
Cleanse or the debuffed
player will be stunned for 4 seconds after the initial 6 second debuff fades
away. If your raid does not have a Priest for
Mass Dispel, use any available magic dispels to remove the debuff,
prioritizing your tank and healers first.
During this phase, the tank will be getting hit fairly hard, and can receive
high burst damage from a combination of Overpower and melee
attacks. Make sure to keep the tank topped up at all times and be ready with
any available emergency cooldowns.
Phase Three
Phase three begins at 60% health. Zul'jin will walk to the center of his platform and transform into an eagle avatar. This phase has no threat table.
The raid will want to spread around the room to all avoid being hit by
the Feather Vortex going around the room. This phase has no threat
table so DPS does not need to wait for threat to be reestablished. During this
phase, ALL players will be debuffed with Energy Storm, causing them to
take moderate damage every time they cast ANY spell. Players must be aware of
this at all times and be mindful of their health total when casting spells.
Healers will want to split into different sections of the platform, covering
more area and reaching more of the raid at one time. It is very easy to die
during this phase, as there are multiple vortexes spinning around the room, as
well as the Energy Storm causing constant damage to caster DPS. Be
aware of your health total, and if you find yourself low health, wait for a
heal before casting your next spell.
Phase Four
Phase four begins at 40% health. Zul'jin will walk to the center of his platform and transform into a lynx avatar. This transition comes with a complete threat wipe.
Wait a few seconds for the tank to establish threat at the start of the
phase. The entire raid will want to stack together behind the boss, including
all ranged DPS and healers, similar to Phase Two. This is to help the healers
keep the entire raid alive as Zul'jin will attack random raid members with
Lynx Rush, damaging and bleeding any enemies hit. This also keeps
the boss in one place, so melee DPS do not need to chase him down as he moves
from player to player.
The main threat from this phase is the Claw Rage, where he will
target a random player, stun them, and rapidly hit them with a flurry of
attacks. Each attack from Zul'jin puts the Claw Rage debuff on the
player, increasing their damage taken by 150 per stack. This quickly adds up
and the player will start to be hit for thousands of damage at a time. This is
where we recommend using any available immunity spells such as
Blessing of Protection or
Ice Block to stop this
assault. Doing this makes Phase Four much smoother and relieves tons of pressure
from your healers.
Phase Five
Phase five begins at 20% health. Zul'jin will walk to the center of his platform and transform into a dragonhawk avatar. This transition comes with a complete threat wipe.
Wait a few seconds for the tank to establish threat at the start of the phase. The raid, including melee players, will want to lightly spread out, avoiding standing on top of other players. Once threat is established, use any remaining DPS cooldowns to quickly burn the boss down, as this final form is a quick DPS race.
Every 12 seconds or so, Zul'jin will cast Flame Whirl, dealing
moderate Fire damage to all enemies and debuffing them,
increasing their Fire damage taken by 50% per stack.
This ability makes Phase Five a DPS race, if the raid takes too long this stack
will overwhelm the healers and quickly start killing raid members.
Avoid standing in front of the boss whenever possible, making sure to face
him away from the raid at all times, as Zul'jin will constantly cast
Flame Breath in front of him. The tank will constantly be taking high
burst damage during this phase, as they will be getting hit by this while having
stacks of
Flame Whirl.
The last thing to worry about during this phase are the multiple
Column of Fire that will very frequently spawn during
this phase. These pillars of fire spawn on a random player, dealing moderate
Fire damage to any enemies touching the pillar through Burn. Make
sure to spread out slightly during this phase and pay attention to your character,
moving if a fire column spawns on top of you. Other than that, kill the boss
quickly before you get overwhelmed.
Role-Specific Tips for Zul'jin
Healer Tips
This can be a long fight, having five phases in total, so Mana
conservation might be needed. Be sure to use Super Mana Potions as needed
and any personal cooldowns to help out. The most important thing to remember on
this fight is that phases two, four, and five all will have a threat drop. Be
mindful of this and cancel any big heals that would land directly after this
occurs.
In Phase One, prioritize healing the people hit by Grievous Throw,
quickly topping them up to 100% to remove this debuff. Remember that melee DPS
will most likely also be taking damage from the
Whirlwind and will
need spot healing from time to time.
Phase Three can be tough to heal if you are in a caster-heavy group with
the constant damage from Energy Storm. During this phase, you will want
to mostly only use big, slow heals, getting the most value per cast. Only use
quick, small heals if someone is on the verge of death, as you will most likely
take a similar amount of damage as you just healed someone else for. Be careful
using instant cast spells such as
Circle of Healing here, as you
will rapidly take damage with each cast.
Phase Four is the last challenge healers face here. The raid should be
stacked together behind the boss, allowing your AoE healing spells to get full
value by hitting as many targets as possible. When Zul'jin uses
Claw Rage on a random target, swap all heals to this player and keep
them alive, as they will be taking nearly 16,000 damage in 6 seconds.
DPS Tips
The most important thing to remember on this fight is that phases two, four and five all will have a threat drop where you will need to wait a few seconds before DPSing. Allow the tank time to reestablish aggro and get the boss into position.
During Phases Two and Four you will want to stack up directly behind the boss to help the healers AoE spells get their full effect. On Phases Three and Five, you will want to spread out, avoiding standing near other players while still staying within range of at least one of your healers.
During Phase 3, be aware of your health total at all times, as
Energy Storm will cause you to take 1,350 Nature damage every time
you cast a spell. This is particularly dangerous to classes that cast many
spells rapidly, such as Shadow Priest or
Enhancement Shaman. Limit the number of spells you cast during
this phase and be prepared to use any defensive cooldowns available to you.
Tank Tips
High threat gear is recommended for this fight, as there are multiple threat
drops that occur. Communicate with your raid whenever one is happening soon and
remind them to give you a few seconds to reestablish aggro. Right before a phase
transition, start to save your resources such as Rage, Mana, and ability
cooldowns so you can unload them all as soon as threat is reset, helping you
burst ahead on threat. Use any personal cooldowns whenever there is not a
Misdirection available on a phase transition.
During Phase Two you may take high burst damage. Be ready with any personal
defensive cooldowns. In Phase Three there is no threat table, so make sure to
either help with healing or DPSing, or try to kite some of the
Feather Vortexes away from other players. Make sure to be near the
boss with full resources and cooldowns ready before the transition to Phase
Four. In Phase Five you may need to move the boss around frequently to avoid the
many spawning Column of Fire; if so, make sure to keep the boss faced
away from other raid members to avoid them being hit by the
Flame Breath.
Zul'jin Loot
Item | Item Type | Slot |
---|---|---|
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Ranged | Bow |
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Weapon | Main-hand Sword |
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Plate | Chest |
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Weapon | One-hand Axe |
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Accessory | Trinket |
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Weapon | Main-hand Mace |
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Leather | Head |
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Accessory | Trinket |
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Weapon | Two-hand Sword |
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Accessory | Neck |
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Chest | |
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Cloth | Feet |
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Miscellaneous | Quest Item |
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Formula | Enchanting |
Other Tier 6 Guides
If you were looking for a full guide for the Zul'Aman raid, see the links below:
You may also be interested in progressing through the other raids of Tier 6, such as Hyjal Summit and Black Temple. As such, we recommend you check out our guides for those raids as well!
Changelog
- 20 Mar. 2022: Guide added.
This guide has been written by Abide, TBC veteran for nearly a decade. Abide is a Warrior tank and multi-class expert currently playing on Faerlina as Horde. You can find him in the the Icy Veins Discord. You can also see him live on Twitch.
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